First pass of load files through an interface (to allow loading from memory, zip file etc). So instead of posix fopen/fread, using CommonFileIOInterface.
A fileIO plugin can override custom file IO operations. As a small test, load files from a zipfile in memory. Default fileIO implementation is in examples/Utils/b3BulletDefaultFileIO.h Affects URDF, SDF, MJCF, Wavefront OBJ, STL, DAE, images.
This commit is contained in:
@@ -41,12 +41,12 @@ struct TinyRenderObjectData
|
||||
TinyRenderObjectData(TGAImage& rgbColorBuffer, b3AlignedObjectArray<float>& depthBuffer, b3AlignedObjectArray<float>* shadowBuffer, b3AlignedObjectArray<int>* segmentationMaskBuffer, int objectIndex, int linkIndex);
|
||||
virtual ~TinyRenderObjectData();
|
||||
|
||||
void loadModel(const char* fileName);
|
||||
void createCube(float HalfExtentsX, float HalfExtentsY, float HalfExtentsZ);
|
||||
void loadModel(const char* fileName, struct CommonFileIOInterface* fileIO);
|
||||
void createCube(float HalfExtentsX, float HalfExtentsY, float HalfExtentsZ, struct CommonFileIOInterface* fileIO);
|
||||
void registerMeshShape(const float* vertices, int numVertices, const int* indices, int numIndices, const float rgbaColor[4],
|
||||
unsigned char* textureImage = 0, int textureWidth = 0, int textureHeight = 0);
|
||||
|
||||
void registerMesh2(btAlignedObjectArray<btVector3>& vertices, btAlignedObjectArray<btVector3>& normals, btAlignedObjectArray<int>& indices);
|
||||
void registerMesh2(btAlignedObjectArray<btVector3>& vertices, btAlignedObjectArray<btVector3>& normals, btAlignedObjectArray<int>& indices, struct CommonFileIOInterface* fileIO);
|
||||
|
||||
void* m_userData;
|
||||
int m_userIndex;
|
||||
|
||||
Reference in New Issue
Block a user